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RE: Allied Work for 6.0

 
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RE: Allied Work for 6.0 - 8/8/2013 12:29:54 AM   
John 3rd


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quote:

ORIGINAL: razanon


quote:

ORIGINAL: John 3rd

Michael forwarded me the discussion going on about Allied Command HQ radius changing during the war. Check out that thread. Anyone got ideas about that?



maybe will be interesting but my god this suposes more waiting for your mod :D

anyway... ETA friends?



Simple Answer: No idea.

Progress is being made but am not sure just how fast things are truly getting finished...the whole French Fleet has been a pain in the BUTTOCKS. The Files are staying with Skyland currently. Hope to get them back within a couple of days...





< Message edited by John 3rd -- 8/8/2013 12:30:47 AM >


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RE: Allied Work for 6.0 - 8/8/2013 12:31:55 AM   
John 3rd


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quote:

ORIGINAL: Adolf Galland

Idea:

A higher Buildrate for Mines or a late Warmine with improved design and more TNT for Japan ! The Allied Mines outmatched the IJN Mines.
IJN build even the Mines over years ago..... a upgrade for better Defence ?


Have already bumped Japanese mine production some from earlier Mod variations. Will look at the numbers and see if they need to be adjusted or not.


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RE: Allied Work for 6.0 - 8/8/2013 3:38:18 PM   
John 3rd


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Just got a note from Skyland. He will be done with the Frenchies on or about Saturday. I've still got to do those conversions plus a few other small items. Can probably look at some sort of release next week.

Need to have a couple of playtest volunteers. Would REALLY like to have a few people play several turns and give this a look over before a general release.

VOLUNTEERS??!!


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RE: Allied Work for 6.0 - 8/8/2013 7:25:11 PM   
buutsy

 

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Volunteer here ! Just let me know when ...
Thanx for your hard work anyway, looking forward

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RE: Allied Work for 6.0 - 8/8/2013 7:50:07 PM   
Symon


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quote:

ORIGINAL: John 3rd
Michael forwarded me the discussion going on about Allied Command HQ radius changing during the war. Check out that thread. Anyone got ideas about that?

I must be honest about this; with all due respect and apologies to Daryl. This is the sort of thing that works really cool in a short-time scenario where these sorts of things can play a role. In a GC scenario, I'm not sure what purpose it serves. Just because Kimmel was in shock doesn't mean that 14th Naval District couldn't continue to play its operational role in the HIs. That, in fact, is what a staff is all about.

Ok, after Dec 7, Kimmel knew he was gonna get whacked, but he still made some good decisions in the meantime. Then Ernie Pye came in and cancelled them 'cause he saw what happened to Kimmel, and he just wasn't comfy about stiking his own winkie into the fan. A surprise/defeat/disaster and your superior getting whacked for it does not do wonders for a subordinate's sense of initiative and risk, especially if that subordinate is not particularly knowledgeable at utilizing the last remaining combat assets of PacFlt.

Butt that don't mean the staff was tweaked. Yes, the staff sings Hosannahs to the Admiral, and the staff glorifies the Admiral, but if they don't do their job in the midst of glorification, they are toast. Kimmel's and Tommy Hart's staff were pretty good. Babes people typically use the HQ evolution for small map things where a Japanese BF morphs into a command HQ for specific situations. GC stuff is a bit of a stretch for us. Hope you and Daryl understand.

Ciao. JWE

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RE: Allied Work for 6.0 - 8/9/2013 4:46:53 AM   
drw61


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John I total understand and respect your thoughts here. This is exactly what i think the Mod forum is all about, come up with an idea, test it and see it works or doesn't work, does it improve the game or not. I look at this whole thing as brain storming.
Thanks for the input.
Daryl


quote:

ORIGINAL: Symon


quote:

ORIGINAL: John 3rd
Michael forwarded me the discussion going on about Allied Command HQ radius changing during the war. Check out that thread. Anyone got ideas about that?

I must be honest about this; with all due respect and apologies to Daryl. This is the sort of thing that works really cool in a short-time scenario where these sorts of things can play a role. In a GC scenario, I'm not sure what purpose it serves. Just because Kimmel was in shock doesn't mean that 14th Naval District couldn't continue to play its operational role in the HIs. That, in fact, is what a staff is all about.

Ok, after Dec 7, Kimmel knew he was gonna get whacked, but he still made some good decisions in the meantime. Then Ernie Pye came in and cancelled them 'cause he saw what happened to Kimmel, and he just wasn't comfy about stiking his own winkie into the fan. A surprise/defeat/disaster and your superior getting whacked for it does not do wonders for a subordinate's sense of initiative and risk, especially if that subordinate is not particularly knowledgeable at utilizing the last remaining combat assets of PacFlt.

Butt that don't mean the staff was tweaked. Yes, the staff sings Hosannahs to the Admiral, and the staff glorifies the Admiral, but if they don't do their job in the midst of glorification, they are toast. Kimmel's and Tommy Hart's staff were pretty good. Babes people typically use the HQ evolution for small map things where a Japanese BF morphs into a command HQ for specific situations. GC stuff is a bit of a stretch for us. Hope you and Daryl understand.

Ciao. JWE

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RE: Allied Work for 6.0 - 8/9/2013 4:59:33 AM   
Cpt Sherwood

 

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John III, I will volunteer to play for a few weeks to test out the mod. I have started a new scenario 2 game since I felt this game was at least a month from being done.


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RE: Allied Work for 6.0 - 8/10/2013 1:21:50 PM   
Peever


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Is this mod workable with the unofficial patches put out by michaelm? I didn't see anything about it on the RA website and since it uses an extended map I don't know if there will be some kind of database conflicts.

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RE: Allied Work for 6.0 - 8/10/2013 2:38:29 PM   
John 3rd


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His patches are separate of this. You have to install the game creating a new folder, place the Mod into it, and then use MichaelM's fantastic work as the final step.

Am waiting on getting the files back from Skyland and then can do the final changes so we can playtest...


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RE: Allied Work for 6.0 - 8/10/2013 2:39:25 PM   
John 3rd


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Thank you volunteers. If you could shoot me your email addresses through a PM I'll be able to send the files once they are complete.


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RE: Allied Work for 6.0 - 8/11/2013 1:30:12 AM   
John 3rd


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Got the files from Skyland. Will load them after everyone crashes here tonight and make some observations as well as potential last changes.

Got one email address need a couple more if possible for playtesting.


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RE: Allied Work for 6.0 - 8/11/2013 6:55:57 AM   
John 3rd


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Not going to get much done tonight but this is my current 'to do' list prior to gametesting:

1. Check French Fleet and Forces.
2. New Conversions/Binds:
a. AKV---CVE b. AV Tangier Class to CVE c. AO Neosho to CVE d. CL Omaha to CLAA Omaha e. AP to CVE Saiyen Class
3. CVL Hermes Upgrades
4. British Fleet arrivals and BC Renown
5. CLV Charlotte Artwork


Point FOUR Clarification: This game currently has a reinforced Force Z at Singapore. Composition: Prince of Wales, Repulse, Renown, 2 CL, and 7 DD. While powerful and quite nice is this just letting another good Capital Ship be destroyed? Seems more practical to have it in Ceylon or arrive with the first British CV as a heavy escort OR (if you want to be CRAZY) how about the two BCs start and Singapore and BB Pr of Wales arrives with the first brit CV? Open for ideas and proposals...


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RE: Allied Work for 6.0 - 8/11/2013 6:58:19 AM   
John 3rd


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Once we get the playtesting done, I intend to write a comprehensive description of the Mod and actions taken. The goal is to tie the actual Mod together for an Allied or Japanese player to read and gain a quick understanding of the changes within game and why things are the way they are on Dec 7, 1941. Will also need to check all new screen artwork, scenario description, and anything else I can think of...


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RE: Allied Work for 6.0 - 8/12/2013 4:15:43 PM   
cavalry

 

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John, May I suggest you also publish suggested HR as well - kind of makes it a bit more official.

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RE: Allied Work for 6.0 - 8/12/2013 4:33:10 PM   
John 3rd


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You want me to print recommended House Rules: Correct?


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Drawling Boards - 8/12/2013 4:35:25 PM   
John 3rd


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OK. Got Skyland's files and they LOOK GREAT. Only problem is that the files have reverted to earlier status of work done in the Mod. Don't know if there is confusion there or not. Have sent the files to Michael so he can see if his work is still present. If it is then I can easily redo my changes since I noted everything done earlier. Shouldn't be too long to do that. Am waiting on hearing from Michael before moving forward.


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RE: Allied Work for 6.0 - 8/12/2013 4:40:22 PM   
cavalry

 

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quote:

ORIGINAL: John 3rd

You want me to print recommended House Rules: Correct?




I would suggest they are added to the generic scn notes/ read me.

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RE: Allied Work for 6.0 - 8/13/2013 11:10:42 PM   
John 3rd


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OK. Getting stuff done.

1. Just finished going through the initial placement of both sides and this is done.
2. Just re-did the garrison requirements for CBI.
3. Went through the French and they shall make a fine addition to the Allied OOB.
4. Made sure the Japanese CV Air Group only re-size when the PLAYER wants them to...

Got maybe an hour before the family gets home so we'll keep pushing to get more finished.


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RE: Allied Work for 6.0 - 8/14/2013 12:33:36 AM   
buutsy

 

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Fine ! Keep on pushing

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CS FP Conversion - 8/14/2013 1:51:04 AM   
John 3rd


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Well...I think I understand what happened with my game and Dan regarding the CS converting to CVL. The FP Groups that Mizuho, Chitose, and Chiyoda start with needed to be disbanded with the CS so they could then come back as the Zero and TB Groups when the new ship arrived as a CVL. I am attempting to now fix. Need someone to check these two screenshots to see if I have now fixed the issue. This is the original group and it is tasked with coming back as the Zero Group. Check to see if this is right:






Attachment (1)

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CVL Conversion Zero Return - 8/14/2013 1:54:24 AM   
John 3rd


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Here we have the same group RETURNING in their bright, shiny Zeros:






Attachment (1)

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CVL Conversion Zero Return - 8/14/2013 1:58:00 AM   
John 3rd


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Seems pretty stupid that the FP Pilots who will--theoretically--have excellent Air Search but crappy ATA and Torpedo skills. Guess one can always swap out the pilots once the group arrives on their respective CVL.

I am screwed in Dan's game. I pulled the FP off the CS and have been using them in the campaign. This revelation as to the error now means I have 3 CVLs with NO AIR GROUPS whatsoever. CRAP!

Can I get those air groups if I disband the FP NOW? Doubt it. Hmmm....



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RE: CVL Conversion Zero Return - 8/14/2013 1:59:08 AM   
John 3rd


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Any Modder: Does what I've done above LOOK right for the 'return as' and the 'parent' lines?


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RE: CVL Conversion Zero Return - 8/14/2013 7:19:57 AM   
John 3rd


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Solid day of work here at the Homestead.

Got more done:
1. (For Michael) CVL Hermes now has an upgrade.
2. Rearranged the Brit Fleet arrivals so one has a small CTF when Formidable and Illustrious arrive.
3. Got Carriers and their Air Groups worked on for both sides.
4. Got everything done that WAS done prior to sending files for work on the French.

To DO:
1. Binds for Americans.
2. Artwork for a few ships. Think I've got it just have to FIND it.

We're done once these two things are marked off the list. Michael needs the files for a bit to redo his work on crippling the 'at start' American Industry and make sure Allied Plane issues are settled.

THINK we can realistically look at a release for playtesters within 3-4 days.

Would like one or two more if anyone else in interested. Please send me your email through a PM.


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RE: CVL Conversion Zero Return - 8/14/2013 12:03:12 PM   
cavalry

 

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Did you check what airgroups Jap CA and BB conversions come back with?

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I'm Done - 8/15/2013 8:58:35 PM   
John 3rd


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OK. All the Binds are finished. They work and look good so I am now sending the files to Michael for his work. Once he is done, I will send out the files to the playtesters.



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RE: I'm Done - 8/16/2013 2:47:14 PM   
ny59giants


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..

< Message edited by ny59giants -- 9/14/2013 3:59:24 PM >


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RE: I'm Done - 8/17/2013 4:24:37 AM   
John 3rd


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Got the files Michael.

I will FIX whatever happened with Hermes and will then send the files to the playtesters later tomorrow.

Plan to open a new Thread with playtester comments, observations, and questions. Want to find the PROBLEMS within the Mod and see what you guys like and/or don't like.

Work in the morning so I won't be home until late-afternoon tomorrow. Files will be mailed at that point.


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RE: I'm Done - 8/18/2013 12:38:16 AM   
John 3rd


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Fixed Hermes and the files have been sent out. Will start a new thread for the Playtesting now.


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RE: RA 6.0 - 8/18/2013 1:00:31 AM   
John 3rd


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quote:

ORIGINAL: FatR


quote:

ORIGINAL: cavalry

Is the art updated since RA 5.4 my version?


No.

quote:

ORIGINAL: cavalryWill there be an updated version altogether of the art?


I hope so.

quote:

ORIGINAL: cavalryIn 5.4 there were some missing items mainly planes I think.


Can you name them?

Also a reminder - RA 6.0 still needs the following pieces of ship art:

The new light cruiser


W 101 Minesweeper
http://www.navypedia.org/ships/japan/jap_ms_ex_brit.htm

Kamishima Minelayer
http://www.navypedia.org/ships/japan/jap_ml_kamishima.htm


SS Type LST
http://www.navypedia.org/ships/japan/jap_aux_ss.htm
http://en.wikipedia.org/wiki/File:IJA_SS-19.jpg

Sokuten/Ajiro Minelayer (the art in AE doesn't really resemble its real looks). The same art except with a bigger gun fore and a gun instead of AAMG tower mount aft should be used for new escorts.
http://www.navypedia.org/ships/japan/jap_ml_sokuten.htm

New PT boat type

http://www.navypedia.org/ships/germany/ger_mb_s30.htm
http://www.warshipsww2.eu/lode.php?language=E&idtrida=875

I will be very grateful if anyone is willing to help with them.



I was just going through the Thread and found this. Did this art ever get created?


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Post #: 360
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